In this Cgtuts+ exclusive tutorial, I'll guide you through the entire process of modeling, UV mapping and texturing a medium resolution mailbox. We'll start out in 3D Studio Max with a simple box primitive and then by using basic poly modeling tools and techniques we'll begin breaking the box up to create separate body panels and doors. After adding thickness and fine tuning each piece, We'll create the mailbox's base and finish the model off by adding the remaining small details like the lock, slot flap, legs and feet.
With the model completed, we'll move onto uvmapping using a combination of both 3ds Max's unwrap uvw modifier as well as the demo version of Headus UVLayout. We'll make use of many of Max's UV tools, such as Stitch, Weld, Relax and Flatten Mapping. We'll also discuss importing and exporting geometry to UVLayout and back using the .obj format. We'll then go through the process of organizing our UV's, combining them onto a single texture sheet and finally packing them into the 0 to 1 grid.
After rendering out a UV template and Ambient Occlusion map from 3ds max. We'll move into Photoshop to create our high resolution Diffuse, Bump and Specular maps.
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